﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DevAttack : StateMachineBehaviour {

    protected Vector3 startPos;
    protected Vector3 targetPos;
    protected float timer;
    // OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        startPos = animator.transform.position;
        Devil devil = animator.gameObject.GetComponent<Devil>();
        if (devil != null)
        {
            targetPos = devil.attackTarget.transform.position;
            timer = 0;

            if (targetPos.x > startPos.x)
            {
                animator.transform.localScale = new Vector3(-1, 1, 1);
            }
            else
            {
                animator.transform.localScale = new Vector3(1, 1, 1);
            }
        }
    }

    // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        timer += Time.deltaTime;
        animator.transform.position = Vector3.Lerp(startPos, targetPos, timer / stateInfo.length);
    }

    // OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        animator.transform.position = targetPos;
    }

    // OnStateMove is called right after Animator.OnAnimatorMove(). Code that processes and affects root motion should be implemented here
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK(). Code that sets up animation IK (inverse kinematics) should be implemented here.
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
    //
    //}
}
